Re: Mac OS X Port (for 1.6)
How does gettext work? I've tried setting my system language to French, but Neverball didn't change... I do know that Mac OS X does localizations their own way, but I'm not sure how we can use that to our advantage to automatically switch to the right .mo file.
I have no idea, really. It does a billion different things to figure out which language to use. On OSX it may use common Unix stuff or something else entirely. There are a few common reasons why a system language change doesn't take effect, though. Usually you need to do stuff like log out and log back in, or at least restart the terminal, if you are attempting to run the game that way.
It looks like the compiled .sol file is all the games need to run, do we still want to bundle the .map files? I can see the reasoning behind it, but thought I'd ask. (I think it could reduce our filesize.)
Map files absolutely must be distributed. You may give an option not to install them (along with other mapping stuff), but excluding them is not an option.
Well, there's a problem there that I don't know how to address at all. It applies to the Neverball/Neverputt data split as well, and I don't know what to do about it, which is why I haven't said anything about that.
Both of these changes complicate Neverball mapping on OSX. It works really well when we have a single data directory with all the assets in a common location - because really, there is no difference between the two, they're two games using the same assets. Not so much when we have two data directories with different assets in different locations.
In fact, we can't even configure a single Radiant gamepack to look into two app bundles. That brings up a need for two gamepacks, possibly tailored for each game (because a share of Neverball stuff does not work in Neverputt). Doing that just for OSX wouldn't make sense.
I'm starting to think that having a single bundle with a launcher to choose the game might be a better deal.